using UnityEngine;
using System.Collections;
public class TestUI : MonoBehaviour {
public Vector2 scrollPosition = Vector2.zero;
public float scrollVelocity = 0f;
public float timeTouchPhaseEnded = 0f;
public float inertiaDuration = 0.5f;
public Vector2 lastDeltaPos;
// Use this for initialization
void Start () {}
void OnGUI(){
scrollPosition = GUI.BeginScrollView(new Rect(100, 40, 600, 400), scrollPosition, new Rect(0, 0, 500, 1600), false, true);
for (int i = 0; i < 32; i++){
if(GUI.Button(new Rect(0, i*50, 400, 50), "Button"+i)){}
}
GUI.EndScrollView();
}
// Update is called once per frame
void Update ()
{
if (Input.touchCount > 0)
{
if (Input.GetTouch(0).phase == TouchPhase.Moved)
{
scrollPosition.y += Input.GetTouch(0).deltaPosition.y;
lastDeltaPos = Input.GetTouch(0).deltaPosition;
}
else if (Input.GetTouch(0).phase == TouchPhase.Ended)
{
print ("End:"+lastDeltaPos.y+"|"+Input.GetTouch(0).deltaTime);
if (Mathf.Abs(lastDeltaPos.y)> 20.0f)
{
scrollVelocity = (int)(lastDeltaPos.y * 0.5/ Input.GetTouch(0).deltaTime);
print(scrollVelocity);
}
timeTouchPhaseEnded = Time.time;
}
}
else
{
if (scrollVelocity != 0.0f)
{
// slow down
float t = (Time.time - timeTouchPhaseEnded)/inertiaDuration;
float frameVelocity = Mathf.Lerp(scrollVelocity, 0, t);
scrollPosition.y += frameVelocity * Time.deltaTime;
if (t >= inertiaDuration)
scrollVelocity = 0;
}
}
}
}